Armor/Weapons: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword, and light armor (but not shields).
Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that he gains a +1 dodge bonus to AC against attacks made against him with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. [Currently +3]
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, he can also debilitate the target of his attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt:
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). [Currently -2/-4 AC]
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). [Currently -2/-4 Attack]
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. [Weapon Type: Dagger]
Hidden Blade: A knife master adds 1/2 his level on Sleight of Hand checks made to conceal a light blade. [Currently +4]
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. [Sense Motive]
Sneak Attack: The rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. [Currently +5d8 with daggers, 5d4 with everything else]
Sneak Stab (Ex): A knife master focuses his ability to deal sneak attack damage with daggers and similar weapons to such a degree that he can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When he makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, he uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, he uses d4s instead of d6s.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Bleeding Attack: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess. [Currently 4]
Combat Trick: A rogue who selects this talent gains a bonus combat feat.
Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Combat Expertise (Combat): You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. [Currently: -2 Attack, +2 AC]
Dodge (Combat): You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Two-Weapon Fighting (Combat): In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Twist Away (General): While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can’t use Twist Away, nor can you ignore the staggered condition from Twist Away or remove it early.
Two-Weapon Feint (Combat): While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.
Two-Weapon Fighting (Combat): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Weapon Finesse (Combat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Combat): You gain a +1 bonus on all attack rolls you make using the selected weapon. [Weapon Type: Dagger]

River Rat (Marsh): You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Warrior of Old (Elf): You gain a +2 trait bonus on initiative checks.

Size: Medium
Gender: Male
Age: 154
Height: 5'10"
Weight: 128
Hair Color: Black
Eye Color: Green
Skin Color: Fair
Appearance: Arradon is handsome, even by elven standards, yet his gaunt appearance and distant nature make him somewhat difficult to approach. He favors darker colors and often keeps his face at least partially obscured so as to avoid the notice of those who might report him to the Thorn.
Demeanor: Arradon is usually quiet and secretive, nearly to the point of paranoia, but when he speaks his voice is pleasing with a hint of Harran accent. He feels a great deal of guilt over his actions during his time in the Thorn. He harbors a resentment towards humans whom he blames for the death of his sister. He often gets nervous around other elves, whom he fears might report his whereabouts to the Thorn.
Distinct Markings: Arradon's tattoo is comprised of several thorny branches with the occasional rose placed among them that nearly cover his entire upper left arm. All told there are 81 thorns and 8 roses. This tattoo signifies his membership in the Thorn. Such a mark is given to all Thorn members, though the location and form of the tattoo vary from person to person.
One of the roses incorporated into his tattoo, a brilliant bloom being consumed by flame, is a dedication to his friend and comrade Autumn Foxfire; who sacrificed her humanity to become the Lady of Lake Laguna.
Arradon bears a scar in the shape of a claw mark on his left chest where a Sea Hag nearly ended him during his first adventure aboard The Sea Sprite.

Arradon was born in the city of Omen in Harran. As a youth he served with distinction in the conquest of Gillam as a scout. Due to his exploits he was later recruited into the Thorn, where he was trained to be an infiltrator and assassin. His sister Merileth was killed by bandits from Rorn. His first official assignment as a member of the Thorn was to kill the bandits to a man. After avenging his sister, his detachment was assigned to aid in the destabilization of Rorn. Following his refusal to kill a child who reminded him of his sister he was cast out of the Thorn and branded a traitor. He has been evading their agents ever since.

Family

Father - Elhadron (aged 298) - Serves as the captain of a Thorn detachment, has not spoken to Arradon since he was branded a traitor